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Moxonomy

Scarecrow Guide

Artifact Creature — Scarecrow2 generic mana

Colored mana out of an artifact body, gated so it can't loop. The activation cost buys a mana of any color once per turn, which is the design constraint doing the balancing work: it fixes rather than ramps, since you spend one to make one and the net is a color swap, not acceleration. That puts it in the tradition of mana-rock fixing that comes attached to a creature, close in spirit to the old Manalith-on-legs idea but pared down to a two-drop that can actually attack and block. Reach is the quietly practical addition: a fixing artifact that also holds the ground against flyers gives an early board presence a defensive job while the colors come online. The 2/1 body means it trades down in combat readily, so the card leans on being useful before it dies rather than surviving to grind. What it's built for is the deck that wants an artifact type on the battlefield, a splash color reachable on turn two, and a warm body to bridge the curve, all in one card at the lowest rarity. Scarecrows have always been Eldraine's answer to the colorless-golem role other planes fill with clay and steel, and this one plays that part: dependable fixing dressed in straw.

Scarecrow Guide (woe)
WOE · #250common
Pricing
Normal: $0.24
Foil: $0.26
Oracle Text

Rules text

Reach 1 generic mana: Add one mana of any color. Activate only once each turn.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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